Re: [hlds] hl2dm server: log files
Mapchange probably iceflatline wrote: m0gely, for some strange reason it started appending files, not sure why. But thanks for your help on this... m0gely wrote: [EMAIL PROTECTED] wrote: Thanks m0gely, I have that set, however, I'm still getting mulitple log files. Any other suggestions? hmm, did you restart the server after? Do "cvarlist sv_log" in your console to see all the options available. -- - m0gely http://quake2.telestream.com/ Q2 | Q3A | Counter-strike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: sv_unlag and Ping
I'll second what Clayton says... 100b/s is 1Mbps Clayton Macleod wrote: sorry, but you're wrong. 1Mbps in terms of *network communication* is always 1,000,000 bits, just like 1Kbps is always 1,000 bits. On 7/16/05, James Tucker <[EMAIL PROTECTED]> wrote: Sorry, but I just want to verify, you do know those byte values are wrong don't you? 1MB is 1024 KB which is 1048576 Bytes, which is 8388608 bits. Gb->Mb->Kb always factors of 1024 different. There are 8 bits in a byte. 1Mbps (bits per second, the standard measurement for most telcommunications speeds) 1Mbps is capable of sending 1024kbps, which is 1048576 bits per second. 128k is actually 131072 bits per second 16k is 16384 bits per second. Rounded values are however good as they leave some space for oversubscription / link control / protocol overhead. Yeah, I couldn't recommend running a server on 16kbps up. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Problems after update
agreed, I dropped updaterate and cmd rate and choke dropped, but bullet registration was horrible... Morten Trydal wrote: normally yeah.but me and other could run with cl_updaterate of 70-100 without choke before the update. Now i need to drop it to less than 40, and the bullet reg is worse now. Morten - Original Message - From: "dexion" <[EMAIL PROTECTED]> To: Sent: Friday, July 08, 2005 3:44 AM Subject: RE: [hlds] Problems after update isnt choke a client side setting too high? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Morten Trydal Sent: Thursday, July 07, 2005 9:15 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Problems after update have a tickrate 100 public server, which feels like a tickrate 33 after the update the new update gives insane amounts of choke compared to before the update :( - Original Message - From: "Dexion" <[EMAIL PROTECTED]> To: Sent: Thursday, July 07, 2005 7:23 PM Subject: Re: [hlds] Problems after update I have some clients saying their servers now feel jittery. Other servers on the same box non-hl2 are fine. Did the update turn somed default setting in the netcode on/off/up/down that was not set like that before? -Original Message- From: "Z Teknology G-Mail"<[EMAIL PROTECTED]> Sent: 7/7/05 1:03:59 PM To: "hlds@list.valvesoftware.com" Subject: Re: [hlds] Problems after update I have been seeing these same problems...but also, shot registration seems different, the new models are about a foot too short... Zack [DinoBot]Sidmind wrote: >I have been noticing several issues after last nights >update. I can't put my finger on any one of them so I >will just list them and see if others notice the same >thing. I have been checking the list and wonder why >more people have not said anything. so I guess I will >start. > >My computer at home is working fairly good, but my >kids computer is having the same problem as several >members in the clan. > > >1) Users crash to desktop after connecting to the >server. No error is generated it just goes back to >desktop.. after "MANY" tries it eventually gets in the >server. > >2) I noticed several people last night(two of which >played for several hours) then all of the sudden I >notice in the chat box that " disconnected due >to No steam logon" >so I checked the log files on the server and sure >enough, three people were booted for the same reason >in about a two minute period,, Two of which I know and >had been playing all night. > >3) FPS drops seem to be about 20 points lower. > >4) Pings seem to be about 20 points Higher. my ping >on our server usually runs around 30-35 I have not >been able to get below 50 since the update. > >5) things seem a little chopier than normal, probably >related to items 3,4 on the list. > >Thanks Kevin > >Notes about servers: > >Dedicated server W3K, located in Dallas at co-location >facility > >two SRCDS servers running 1-18 man and 1-10 man. >CPU usage was around 60% with both servers full (Dual >1ghz p3's 1gb ram) > >and I did do a -verify_all on both servers several >times last night. > > > > >Sell on Yahoo! Auctions - no fees. Bid on great items. >http://auctions.yahoo.com/ > >___ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Timed bans in HLDS
If you want timed bans to persist, you must avoid restarting the server... I believe there might have also been an addon to a stats program that would propagate timed bans. Not sure about AMX though. Sorry, I don't use 1.6 often, so can't help you much more than that. [EMAIL PROTECTED] wrote: Hi! This is my first post to this list having only eavesdropped up until now, so please bear with me if I go about it the wrong way. I'm one of the admins of a small CS 1.6 (HL1) server park and for some time we've been puzzled as to how certain time-banned players were able to play on our servers before their respective bans expired and using the same SteamID they used when getting banned. Last night I finally decided to try to have a look at what's going on and I noticed that only permanent bans are listed in the banned.cfg file. None of the timed bans were present. I've checked our server logs and all bans are executed as they should be (we're using "banid kick; writeid".) Now, the only logical conclusion I have for the missing presence of any timed bans is that they are stored in memory and automagically disappear, when the server is restarted. But on the other hand, that sounds a bit fantastic, since that would mean that nothing but permanent bans are enforced reliably then. I simply cannot believe this is so. Please help me out! Any info is appreciated! Thanks in advance Marc Tele2GAMING admin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] changelog
I'm very grateful to have someone else say this... I played a little last night, but I had a "work" dinner, so was a little tipsy, but started playing and I was "Why is everyone short?, I'm not THAT drunk!!!" Clayton Macleod wrote: wonder why they never mentioned the player model scaling change in the changelog? Now player models are all out of proportion with every single map out there. Funny that Valve would choose to change the player model scaling rather than raising the 1st person point of view origin to the correct height. Now everybody's about four and a half feet tall. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Re: sv_unlag and Ping
Would turning sv_unlag down to the highest acceptable limit on our server keep people from using interpolate to have hitboxes lag behind models? We usually accept a 125ms-140ms ping, and start kicking at higher than that... (mainly as a way for the regs to get in). So should we set sv_unlag to 0.140? Thanks, Steve iceflatline wrote: well, obviously... Clayton Macleod wrote: well, obviously, sv_unlag is what turns on the compensation for clients' latency. It's what makes it so you don't have to lead your shots in front of the model you see, so you can actually aim at the model as if you had no latency at all. Turning it off just brings you back to the quake 1 days when there was nothing done to compensate for latency at all. The only situation where you might consider turning this off is on a LAN, but even then it makes no sense to turn it off, really. On 6/25/05, iceflatline <[EMAIL PROTECTED]> wrote: i agree. i run hl and tfc servers (iceflatline.homeip.net) with that cvar enabled and it does seem to help clients with latency issues. -- Clayton Macleod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Vac2 Beta Lag Spikes
There isn't much going on with the server side of VAC (ie cheat detection done by client side, etc), so it really shouldn't lag UNLESS you are really close to your max bandwidth, and in that case you might drop a COUPLE of packets, but nothing that should cause a noticable lag... I can imagine it might take a little longer at round start, but I still think it would only be <1sec... our memory/proc usage didn't change at all when we started the VAC beta, and hasn't trended up either... Steve(aka Mudboy) http://www.the-space.net Jim wrote: none on my side at all... the only spikes I see is custom maps downloading... and that is soon to move to a web site... - Original Message - From: "Zachary Doherty" <[EMAIL PROTECTED]> To: Sent: Tuesday, June 21, 2005 1:43 PM Subject: Re: [hlds] Vac2 Beta Lag Spikes I dunno, I get it on my server a lot, I have no clue why, it happens when 4 ppl are shooting at the same time too(I run a tracers plugin) On 6/20/05, slayer usa <[EMAIL PROTECTED]> wrote: Anyone else noticing lag spikes on server when players connect? This has started happening since vac2 beta was activated. Server is 100 tic. 20 player. Hosted by clanservers.com Does server ticrate affect vac2 performance? Also is the beta diong any kind of cheat logging, detection. Or just testing connectivity? Thanks Slayer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- Sincerely, Zachary Doherty ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Status of VAC2 Beta
The "VAC2 Beta" refers to the servers enabling VAC2. The servers don't do the cheat detection, so that testing is completely independant, and I believe has been going on since march/april. Steve (aka Mudboy) The-Space.net Jonathan wrote: Apologies if I've somehow missed this in an earlier message from someone else (or Alfred, even), but the last I knew of VAC2, it was still in connectivity testing. This was several weeks, I believe, before the recent update that seems to have expanded the beta to 1.6. So, where exactly are we with the beta test? Still connectivity, or have we moved along to cheat detection testing? Just curious to see how it's progressing. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds